• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:21
CEST 16:21
KST 23:21
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL: S6 Finals played at BlizzCon 2026 Weekly Cups (June 8-14): Clem and Solar double, PTR tested Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Total War: Warhammer 40K Stormgate/Frost Giant Megathread ZeroSpace Megathread Path of Exile Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
UK Politics Mega-thread US Politics Mega-thread [H]Internet/Gaming Cafe Tips and Tricks Russo-Ukrainian War Thread Trading/Investing Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10176 users

Do you care about Psychic Pathing? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
July 08 2010 17:50 GMT
#21
On July 09 2010 02:36 Chill wrote:
Show nested quote +
On July 09 2010 02:05 Tamlin wrote:
Believe me, I tested it.

Thank you for testing it I'm really appreciative of people who look to bring information to us, as opposed to expecting information to be brought to them. I would have never known about this had you not made this thread.

I think this is one of those issues that I would like to believe is a problem, but I can only see this causing issues in a very specific and rare circumstances on the existing map pool. With new maps, however, it could reveal a lot of information pretty readily. I would like to see it changed, but I don't feel it's a priority.


This is actually pretty old information, but it's good to bring it up again. The buzzword "psychic pathing" also adds to the urgency. I think a lot of people are downplaying the potential impact that the current pathfinding system may have in some games. The way that units behave when scouting now is just not logical. You should only be able to see and act upon the information presented to you through active vision and the fog of war, and your units need to follow suit. You can unwittingly pre-empt a clever move as a result of this.
Moderator
hello-navi
Profile Joined September 2008
Japan17 Posts
July 08 2010 17:51 GMT
#22
On July 09 2010 02:40 theqat wrote:
Holy smoke, what a great first post. Thank you for having a positive/neutral attitude and not filling your post with anti-Blizzard tripe.


Is this a new TL trend, disguising bitching with a OP compliment?

"Great post. Wow, it's refreshing you didn't have your way with me like that other guy."

"Really cogent and non-biased first post. I wish people would be non-biased and stop gang raping me in 8-FFA."

...

Sometimes the estrogen in a SC forum blows my mind.

User was temp banned for this post.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
July 08 2010 17:54 GMT
#23
Both your posts in this thread are really bad, knock it off.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Win.win
Profile Joined March 2010
United States230 Posts
Last Edited: 2010-07-08 18:16:21
July 08 2010 18:16 GMT
#24
yeah i noticed this very early on in the beta and got used to it. would definitely like to see it fixed though
SC2 Team Inflow: http://inflowgaming.net/
Zeta Two
Profile Joined April 2010
Sweden21 Posts
July 08 2010 18:20 GMT
#25
On July 09 2010 02:26 Frozz wrote:
You'd level the whole playing field
To play with the pathing concealed.
But it don't mean jack
Just download a hack
And play with the whole map revealed.


Great one!

Also, I think this is a minor problem. It is loosely related to the fact that the players host the matches. I think it should be done HoN style, that would mean that no map hack would be possible and it could also enable rejoin on disconnect in team games if people wanted.
If people do not believe that mathematics is simple, it is only because they do not realize how complicated life is."
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 08 2010 18:21 GMT
#26
Thanks for bringing this issue up. I think it will change the balance on a lot of maps. This definitely needs to be fixed.
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 08 2010 18:22 GMT
#27
On July 09 2010 02:51 hello-navi wrote:
Show nested quote +
On July 09 2010 02:40 theqat wrote:
Holy smoke, what a great first post. Thank you for having a positive/neutral attitude and not filling your post with anti-Blizzard tripe.


Is this a new TL trend, disguising bitching with a OP compliment?

"Great post. Wow, it's refreshing you didn't have your way with me like that other guy."

"Really cogent and non-biased first post. I wish people would be non-biased and stop gang raping me in 8-FFA."

...

Sometimes the estrogen in a SC forum blows my mind.


No trend; it's as simple as the fact that the OP demonstrated how to make a constructive post without unnecessarily demonizing anyone.
Viruuus
Profile Joined February 2010
Germany451 Posts
July 08 2010 18:24 GMT
#28
has anyone also tested this for unitblocked ramps? i noticed this bug too but never thought about it much, and i think its a minor issue if its just about buildings, but if units would do the same, it would be a big thing imo. I cannot test it my self, since EU is still down
Lee Jae Dong fighting!!!
Makh
Profile Joined June 2010
Canada143 Posts
July 08 2010 18:25 GMT
#29
I have encountered this pathing problem before. I actually have an example on tape. What happened was I tried to attack a front door on blistering sands, decided against it, and move to attack the back door. I moved towards the back door - told my units to attack inside the base - and they turned around and ran head-first into my opponent's army because he has lowered one of his supply depot walls.

http://www.youtube.com/user/MakhStarcraft#p/u/28/1VPWdrIsKW4
At about 8:35

Just watch how stupid my army behaves when I am busy macroing in my base unaware that they have re-evaluated the 'best' route to their destination.
SC2 Instructional Audio Commentaries @ http://www.youtube.com/user/MakhStarcraft
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
July 08 2010 18:30 GMT
#30
On July 09 2010 02:54 heyoka wrote:
Both your posts in this thread are really bad, knock it off.

Whoops. Sorry I didn't read that you had already taken care of it before I banned him.
Moderator
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
July 08 2010 18:32 GMT
#31
This isn't entirely related, but I have an issue with units not updating their pathfinding. Usually I will send an SCV, then lower the Supply Depot. Which causes my SCV to go the wrong way and shuffle around. I hope that gets fixed because it's really frustrating.
Moderator
JHancho
Profile Joined May 2010
United States166 Posts
Last Edited: 2010-07-08 18:43:52
July 08 2010 18:39 GMT
#32
On July 09 2010 02:26 Frozz wrote:
You'd level the whole playing field
To play with the pathing concealed.
But it don't mean jack
Just download a hack
And play with the whole map revealed.


You are the man Frozz!

But as for the pathing, you've already sent the scout, so it's really not that big of a deal.


On July 09 2010 03:32 Chill wrote:
This isn't entirely related, but I have an issue with units not updating their pathfinding. Usually I will send an SCV, then lower the Supply Depot. Which causes my SCV to go the wrong way and shuffle around. I hope that gets fixed because it's really frustrating.


Agreed wholeheartedly. This is an annoyance. A very big one.

Edit: responded to Chill's comment that I didn't see.

Take it easy. And if it is easy, it must be cheese
ViRo
Profile Joined May 2010
United States137 Posts
July 08 2010 19:09 GMT
#33
I've noticed this when sending probes to scout and they stop at the sides of ramps and dont go up them.
The back door was open.....so.....
eNyoron
Profile Joined September 2009
United States170 Posts
July 08 2010 19:30 GMT
#34
I noticed this problem a while back:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=123882

And I don't like it much at all.
0sm9sm8sm... the beginning of the end.
Tamlin
Profile Joined May 2010
Sweden47 Posts
Last Edited: 2010-07-08 19:55:52
July 08 2010 19:54 GMT
#35
Wow, this is more feedback than I expected so soon, thanks guys. ^_^


Frozz: lol, gj


misirlou, great example of how this could affect games on Scrap Station, exacly the kind of "unwitting pre-empting of a clever move" that Excalibur_Z talks about, I would think.


Makh, another great example, which speaks to the conceptually idealistic argument for fixing this issue (which, again, Excalibur_Z also mentions): a player's units should execute their orders according to the expectations of the player. Based on the information availible to you, you expected your units to use the only route you knew to be open, but since your units acted on other information not availible to you, they chose another unexpected route. Unintended, unexpected behaviour like this leads to diminished player immersion.


Chill & co, what you're bringing up is a completely separate pathfinding issue: the fact that the path is calculated when the order is given and then never updated unless another order is given. This is the part of the pathfinding that Flameberger and others are talking about, which if "fixed" could be quite computationally expensive. Obvsiously all paths for all moving units couldn't realistically be updated in real time, so finding an efficient balance between only-when-orders-are-given and real time would be a tricky problem for the developers. But, OT. perhaps this would deserve its own thread?


Viruuus: If both ramps on Blistering Sands are unblocked, units will go for whichever path is shorter which will likely mean the back door, depending on the starting position. But, importantly, not depending on scouting information...


eNyoron: Unintentional maphax, another great buzzword for this "feature"! Also, the situations on Desert Oasis etc are yet more great examples of how this can affect gameplay. Though, it seems the same argument came up in your thread as it has here, pretty much: "not gamebreaking", "when you know it exists you can adjust your actions." I guess this is kinda valid, and if nothing else a reason for not putting this on the top of the Critical Issues list.. But even if you can learn how to live with and exploit a bug, it is still a bug, and exploitable bugs are at the very least aesthetically displeasing, especially considering the amount of polish that goes into all aspects this game (well, almost all.. chatchannels etc *cough*) .



heyoka wrote:
Some player will notice his units are pathing differently, and decide rocks are gone and change his gameplan and the other guy and his fans will be pissed as all hell.


Yes, exactly! I'm just waiting for this to happen so it is taken seriously.
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 19:57 GMT
#36
On July 09 2010 03:39 JHancho wrote:
Show nested quote +
On July 09 2010 03:32 Chill wrote:
This isn't entirely related, but I have an issue with units not updating their pathfinding. Usually I will send an SCV, then lower the Supply Depot. Which causes my SCV to go the wrong way and shuffle around. I hope that gets fixed because it's really frustrating.


Agreed wholeheartedly. This is an annoyance. A very big one.
I agree, but that could turn out harder to fix than OP. Because pathfinding cannot be updated all the time. It gets recalculated in certain situations only. That could increase the CPU load too much. On the other hand, if done properly the OP problem can be fixed with just some slight memory usage increase, but the same CPU (if not even lower CPU usage, because only the objects within vision would be calculated).
If you stand next to my head, you can hear the ocean. - Day[9]
Myles
Profile Blog Joined March 2010
United States5162 Posts
July 08 2010 20:01 GMT
#37
On July 09 2010 04:57 figq wrote:
Show nested quote +
On July 09 2010 03:39 JHancho wrote:
On July 09 2010 03:32 Chill wrote:
This isn't entirely related, but I have an issue with units not updating their pathfinding. Usually I will send an SCV, then lower the Supply Depot. Which causes my SCV to go the wrong way and shuffle around. I hope that gets fixed because it's really frustrating.


Agreed wholeheartedly. This is an annoyance. A very big one.
I agree, but that could turn out harder to fix than OP. Because pathfinding cannot be updated all the time. It gets recalculated in certain situations only. That could increase the CPU load too much. On the other hand, if done properly the OP problem can be fixed with just some slight memory usage increase, but the same CPU (if not even lower CPU usage, because only the objects within vision would be calculated).


Well, you may be right, but it wasn't like this more than a few patches ago, iirc.
Moderator
Monoker
Profile Joined June 2010
United States11 Posts
July 08 2010 20:12 GMT
#38
I don't know if this needs to be fixed, although I'd like it if it was. I have lost a lot of b-lings before because I thought they would go up a ramp and take out a wall naturally with an a-click passed the wall in, but they just sat next to the ramp and got rocked.
P.S.- I know how important it is to micro b-lings, but sometimes that isn't always viable.
Cheese me once shame on you...
Dragonsven
Profile Joined April 2010
United States145 Posts
July 08 2010 20:15 GMT
#39
It should be fixed but won't because of money.
Fair and balanced.
glassmazarin
Profile Blog Joined October 2007
Sweden158 Posts
Last Edited: 2010-07-08 20:51:51
July 08 2010 20:50 GMT
#40
I bet you could find 'sweet spots' on most maps, where if you place a unit there, and issues a move command to some place behind a choke you want to check, the immediate direction of movement of the unit will tell you whether the choke is blocked or not. This would make scouting the choke both safe and instant.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Spring Champion…
11:00
Group Stage 2
WardiTV1127
TaKeTV 374
Ryung 223
TKL 214
Rex181
IndyStarCraft 133
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 223
TKL 214
Rex 181
IndyStarCraft 133
LamboSC2 113
BRAT_OK 67
Railgan 54
SHIN 27
trigger 16
MindelVK 14
RushiSC 13
StarCraft: Brood War
Calm 5830
Sea 2992
Shuttle 2044
EffOrt 1212
Soulkey 765
Mini 495
Light 459
Soma 409
firebathero 356
Snow 242
[ Show more ]
Free 204
Rush 186
Zeus 170
ggaemo 155
Mong 149
hero 142
Pusan 133
Sharp 105
scan(afreeca) 97
Hyun 69
[sc1f]eonzerg 59
Backho 55
yabsab 33
sorry 23
Shine 22
IntoTheRainbow 19
zelot 18
Sacsri 18
Barracks 17
GoRush 16
soO 15
Rock 14
Bale 14
Terrorterran 8
Dota 2
qojqva2769
Dendi1262
420jenkins217
Counter-Strike
olofmeister1993
zeus325
edward106
kRYSTAL_32
Super Smash Bros
Mew2King120
Heroes of the Storm
Trikslyr62
Other Games
gofns24335
tarik_tv6585
B2W.Neo919
Lowko761
hiko609
DeMusliM264
Hui .164
Fuzer 119
XaKoH 95
ArmadaUGS47
Liquid`VortiX18
Organizations
Dota 2
PGL Dota 2 - Secondary Stream6930
PGL Dota 2 - Main Stream328
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• poizon28 5
• mYiSmile11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2196
• TFBlade715
Other Games
• WagamamaTV611
Upcoming Events
PiGosaur Cup
9h 40m
Replay Cast
18h 40m
The PondCast
1d 19h
OSC
2 days
CranKy Ducklings
2 days
GSL
3 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
4 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
4 days
GSL
4 days
Patches Events
5 days
[ Show More ]
BSL22 NKC (BSL vs China)
5 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
5 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-06-15
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.